Your Tiger Shots must be used in long range,also watch out with his Flash Kick,you need to poke him and punish a missed one.

+

Your Tiger Shots must be used in long range,also watch out with his now hit twice Roundhouse Flash Kick,you need to poke him and punish a missed one, fortunately he is a bit nerfed in Sonic Boom frame recovery.

===Vs. Ken:===

===Vs. Ken:===

Line 169:

Line 170:

===Vs. Vega (claw):===

===Vs. Vega (claw):===

−

Barcelona Attack can be punished with Tiger Uppercut.

+

Barcelona Attack can be punished with Tiger Uppercut, there is not much change outside of the first CE American revision to Japanese punch strenght Rolling Attack variations from 1 to Jab to 3 for Fierce,anyway you can hit or miss with Tiger Uppercut for it, try to start with Tiger Knee or Tiger Uppercut and use it in close combat for trade hits or counter his Jabs, mid screen its the best zone for him.

Sagat

Sagat was kicking Ryu's ass in Street Fighter 1 until he knocked Ryu down and attempted a meaty taunt, whereupon Ryu reversal Dragon Punched him a huge gash in his chest. Adon laughed at him so mercilessly that Sagat had to join a gang to feel the unity of a group once again. Shadaloo's ideals don't interest him, but it provides the vehicle he needs to gain a rematch against Ryu, and to get his revenge.
He lost his eye in a minor scuffle with Dan Hibiki's dad's nose.

In a nutshell

Sagat has a very strong projectile game, with very fast Tiger Shots which can be fired high or low. This, along with a decent uppercut and very useful Tiger Knee allow him to pretty much cover all the bases for a strong character in Hyper Fighting. His limbs tend to be pretty punishable though.

Character Specific Information

Character Data

Damage Scaling Factor:

25/32

Pre-Jump Frames:

4f

Jump duration:

40f

Color Options

Default

Start

Moves List

All frame data taken from T.Akiba's data. Will independently verify soon.

Normal Moves

Standing Normal Moves (st.)

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

Standing Light Punch

6

-

4

40

4

4

4

+7/+5

Standing Medium Punch

10

-

8

60

5

4

6

+8

Standing Hard Punch

22

-

14

80

7

6

22

-5/-6

Standing Light Kick

8

-

4

40

4

4

7

+5/+4

(1st hit)

Standing Medium Kick

10

-

8

60

5

4

10

+8/+5

Standing Hard Kick

18

-

14

80

7

6

21

-3/-2

Crouching Normal Moves (cr.)

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

Crouching Light Punch

+

8

-

4

40

4

4

4

+6/+4

Crouching Medium Punch

+

16

-

8

60

5

4

6

+9/+8

Crouching Hard Punch

+

22

-

14

80

7

6

20

-3/-4

Crouching Light Kick

+

8

-

4

40

5

4

5

+6/+5

Crouching Medium Kick

+

16

-

8

60

5

4

7

+10/+8

Crouching Hard Kick

+

22

-

8

130

7

6

21

KD/-11

Jumping Normal Moves (nj.)

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

Neutral Jump Light Punch or Kick

+ or

10

-

4

40

2

∞

-

-

Neutral Jump Medium Punch or Kick

+ or

16

-

8

50

3

20

∞

-

Neutral Jump Hard Punch or Kick

+ or

22

-

14

60

5

8

∞

-

Diagonal Jumping Normal Moves (j.)

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

Diagonal Jump Light Punch or Kick

/ + or

8

-

4

40

3

∞

-

-

Diagonal Jump Medium Punch or Kick

/ + or

16

-

8

50

3

20

∞

-

Diagonal Jump Hard Punch or Kick

/ + or

22

-

14

60

5

8

∞

-

Unique Moves

Throws

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

Tiger Carry

/ + or

32

-

10

99

-

-

-

-

Special Moves

Name

Command

Base Damage

Random damage table

Stun

Stun Timer

Startup

Active

Recov.

Adv On Hit/Block

Notes

High Tiger Shot

+

12

?

16

120

11

?

37

?

High Tiger Shot

+

14

?

16

120

11

?

37

?

High Tiger Shot

+

16

?

16

120

11

?

37

?

Low Tiger Shot

+

12

?

16

120

11

?

41

?

Low Tiger Shot

+

14

?

16

120

11

?

41

?

Low Tiger Shot

+

16

?

16

120

11

?

41

?

Tiger Uppercut

+

36

?

16

120

4

?

17/20/27 + 8

KD/-18

Tiger Uppercut

+

38

?

16

120

4

?

17/20/27 + 8

KD/-30

Tiger Uppercut

+

40

?

16

120

4

?

17/20/27 + 8

KD/-42

Tiger Knee

+

22

?

16

120

3

?

13/14/15 + 6

KD/-2,+3

Tiger Knee

+

24

?

16

120

3

?

13/14/15 + 6

KD/-2,+3

Tiger Knee

+

26

?

16

120

3

?

13/14/15 + 6

KD/-2,-4

The Basics

A lot of Sagat's basic game revolves around his tiger shot projectiles. He has control over very fast, very slow, and high or low projectiles, which is incredibly useful in limiting the opponent's options. Become as familiar as possible with them.

If the opponent can't neutralise the tiger shots, they will often resort to jumping in, in which case hit them out of the air!

Anti-airs:

Tiger Uppercut - will often trade unless done deep/late, to make use of the invincibility frames.

Standing HK - Works well if jump is predicted early enough

Standing HP - for jump-ins from far away.

Tiger Knee - will often do massive damage, but the jumps it works against is limited (very character/positioning dependent).

Advanced Strategy

Tiger uppercut's full effectiveness as an anti-air can only be gained if you are a master of 'crouching uppercuts'. If you can uppercut from a crouching position without your character standing up, you can avoid many jumping attacks, and also use the early invincibility frames of the tiger uppercut to cleanly beat the jump-in. If you can't reliably perform the motion fast enough from crouching, a bootleg version is to whiff a cr.LK and buffer the DP motion in during that.

In Hyper Fighting, Sagat's tiger knee is capable of passing over most projectiles (notably not Sagat's high tiger shot). When timed and positioned correctly, this puts Sagat right in the opponent's face, with a fairly intimidating mixup of 'throw or tiger uppercut'. If used incorrectly, Sagat can be punished, however. Definitely a good trick to have in the bag though.

Combos

j.HK, cr.LK xx HP Tiger Uppercut

j.HK, cr.LK xx Tiger Knee

Match-ups

Vs. Balrog (boxer):

Boxer can turn-around punch through your fireballs, so be aware of your (and his!) ranges.

Vs. Blanka:

Be careful with anti-airs, Blanka's j.HK is capable of beating Tiger Uppercut clean.

Vs. Chun-Li:

One of the best matchups,can jump Kikoken easily and poke her with medium attacks and Tiger Uppercut,but Chun ´poke attacks are faster than him.

Vs. Dhalsim:

Dhalsim can punish high tiger shots with crouching limbs, and mummy drill over low tiger shots, making a zoning game difficult for Sagat.

Vs. E. Honda:

Honda is usually at an incredible disadvantage against projectile users such as Sagat, however in this case his Headbutt can travel over low tiger shots. High tiger shots will hit it though. Regardless, pepper him with tiger shots and anti-air when he tries to jump in.

Vs. Guile:

Your Tiger Shots must be used in long range,also watch out with his now hit twice Roundhouse Flash Kick,you need to poke him and punish a missed one, fortunately he is a bit nerfed in Sonic Boom frame recovery.

Vs. Ken:

Roughly even matchup. Ken's dragon punch has more invincibility than Tiger Uppercut, so Sagat will always lose dueling uppercuts. In general, Ken's probably trying to get in and land his 'touch of death' combo, so you want to maintain distance and zone with fireballs, while using anti airs like early standing HK to keep him at bay. Anything to avoid him getting a deep jump-in!

Vs. M. Bison (dictator):

Sagat can punish Stomp easily due to his big hitbox,block and jump attack,Tigger Uppercut can defeat Psycho Crusher.

Vs. Ryu:

As with Ken, Ryu's dragon punch will beat Tiger Uppercut every time. Ryu's hurricane kick has invincibility at the start and end, and also knocks down. It's a powerful move you will need to learn how to deal with.

From Crayfish:
At mid range fireball game against Ryu, don't forget Sagat's standing HP. Its possible to snuff/trade with more damage against Ryu's fireball, from safely outside his sweep range. If he hurricane kicks, you will trade for surprisingly even damage and both get knocked down, only a perfect SRK counters. Once you land this a couple of times, it can make Ryu hesitate and gives you the opportunity to take the initiative in the FB game...

From coldsnap:
You can tiger uppercut from crouch underneath a hurricane kick. Problem is that it will often trade unpredictably.

However, you can hit cleanly with s.HK when the hurricane goes past. s.HP works as well, but the timing is strict. Haven't tested tiger knee because I usually just use s.HK.

Vs. Sagat (self):

Tiger,Tiger,Tiger!

Vs. Vega (claw):

Barcelona Attack can be punished with Tiger Uppercut, there is not much change outside of the first CE American revision to Japanese punch strenght Rolling Attack variations from 1 to Jab to 3 for Fierce,anyway you can hit or miss with Tiger Uppercut for it, try to start with Tiger Knee or Tiger Uppercut and use it in close combat for trade hits or counter his Jabs, mid screen its the best zone for him.

Vs. Zangief:

Mixing up your high/low tiger shots is extremely valuable for dealing with Zangief's lariats, which are his usual method of avoiding fireballs. He is then pretty much stuck with jumping, answer with anti-airs such as an early s.HK.

Hitboxes

Standing Normals

Standing Jab:

Damage

6

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+7

Frame Count

1+3

4

4

Standing Strong:

Damage

10

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+8

Frame Count

3

2

4

4

2

Simplified

1+5

4

6

Standing Fierce:

Damage

22

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

+7

Frame Count

4

3

6

10

12

Simplified

1+7

6

22

Standing Short:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes (1st hit)

Frame Advantage

+5

Frame Count

2

1

2

2

2

2

3

Simplified

1+4

4

7

Standing Forward:

Damage

10

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+8

Frame Count

3

2

2

2

2

3

5

Simplified

1+5

4

10

Standing Roundhouse:

Damage

18

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

-3

Frame Count

2

1

3

3

5

6

10

Simplified

1+7

5

21

Crouching Normals

Crouching Jab:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+6

Frame Count

1+4

4

4

Crouching Strong:

Damage

16

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+9

Frame Count

1+5

4

6

Crouching Fierce:

Damage

22

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

-3

Frame Count

1+7

6

20

Crouching Short:

Damage

8

Stun

1~7

Stun Timer

40

Chain Cancel

No

Special Cancel

Yes

Frame Advantage

+6

Frame Count

2

2

4

2

3

Simplified

1+4

4

5

Crouching Forward:

Damage

16

Stun

5~11

Stun Timer

60

Chain Cancel

No

Special Cancel

No

Frame Advantage

+10

Frame Count

2

2

4

3

4

Simplified

1+4

4

7

Crouching Roundhouse:

Damage

22

Stun

11~17

Stun Timer

80

Chain Cancel

No

Special Cancel

No

Frame Advantage

KD/-11

Frame Count

4

2

6

8

9

Simplified

1+6

6

17

Aerial Normals

Neutral Jumping Jab/Short:

Damage

10

Stun

1~7

Stun Timer

40

Frame Count

2

∞

Neutral Jumping Strong/Forward:

Damage

16

Stun

5~11

Stun Timer

50

Frame Count

1

2

20

3

∞

Simplified

3

20

∞

Neutral Jumping Fierce/Roundhouse:

Damage

22

Stun

11~17

Stun Timer

60

Frame Count

2

3

8

5

∞

Simplified

5

8

∞

Diagonal Jumping Jab/Short:

Damage

8

Stun

1~7

Stun Timer

40

Frame Count

2

∞

Diagonal Jumping Strong/Forward:

Damage

16

Stun

5~11

Stun Timer

50

Frame Count

1

2

20

3

∞

Simplified

3

20

∞

Diagonal Jumping Fierce/Roundhouse:

Damage

22

Stun

11~17

Stun Timer

60

Frame Count

2

3

8

5

∞

Simplified

5

8

∞

Throws

Tiger Carry (←/→ + MP/HP)

Damage

32

Duration

130

Stun

7~13

Stun Timer

100

Range (from axis)

48

Range advantage

16

Special Moves

High Tiger Shot: ↓↘→ + Punch

Startup:

Frame Count

6

3

1

Simplified

1+10

LP version:

Damage

12

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

37

MP version:

Damage

14

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

37

HP version:

Damage

16

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

37

Low Tiger Shot: ↓↘→ + Kick

Start up:

Frame Count

6

3

1

Simplified

1+10

LK version:

Damage

12

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

41

MK version:

Damage

14

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

41

HK version:

Damage

16

Stun

13~19

Stun Timer

120

Frame Advantage

-

Frame Count

1

1

2

1

Simplified

41

Tiger Uppercut: →↓↘ + Punch

General:

Damage

36/38/40

Stun

13~19

Stun Timer

120

Frame Advantage

-18/-30/-42

Jab

2

2

3

2

14

4

4

9

8

Jab Simplified

5

3

16

25

Strong

2

1

2

3

22

4

4

12

8

Strong Simplified

3

2

25

28

Fierce

2

3

1

2

26

4

4

19

8

Fierce Simplified

5

1

28

35

Has a chance of being unblockable if performed as a reversal. This bug is unique to HF Sagat.